Commoner Class For DND 5e
Commoner Class For DND 5e
Commoner
A
rugged farmer toils the land, wiping the sweat of
his brow as harvests his fields – he works from Variant Rule: Mediocre In Everything
dawn to dusk, a basket of corn over his back. A
hardy peddler travels the road, selling pots and Commoners make for a strange class in that they are meant to
pans through small village for pittance. An be unremarkable, and slightly less than average in everything.
overworked clerk sits over a desk, chewing the That doesn’t mean they are useless (they do have a few unique
end of her quill as she feverishly works through skills), but commoner is a class intended to encourage more
a pile of letters. role-playing opportunities rather than direct combat capability.
It ain’t much, but it's honest work. Commoners have never
had any sort of special learning, but they make do through For a more challenging experience, you can choose to lean
grit, long hours and hard work. They’ve earned what little into this playstyle by making yourself truly average, and set all
they have. They work hard, they do their jobs – no one ever of your ability scores equal to 10 or 12. Good luck!
taught them how to swing a battleaxe or throw magic bolts
around.
But even so, commoners sometimes have adventures of
their own. Because why should those arrogant knights and Class Features
snotty wizards get to hog the limelight all the time? As a commoner, you gain the following class features:
Stay Alive and Work Together Hit Points
Commoners know to stick together. They don’t possess any Hit Die: 1d8 per commoner level.
outstanding skills, but they help out where they can. When a Hit Points at 1st Level: 8 + your Constitution modifier.
regular person goes up against a rampaging dragon, or faces Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
a savage goblin horde, they soon learn one lesson above all modifier per commoner level after 1st.
others; stay with the group or you’re dead. Proficiencies
In that theme, commoners support others rather than Armor: Medium armor, light armor, shields.
handling problems alone. They will stay behind the big Weapons: Clubs, daggers, handaxes, light hammers,
barbarian when the fighting starts, and they’ll let the wizards quarterstaffs, sickles, slings, shortbows, torches,
handle the fireballs. Commoners form teams, and they pitchforks.
confront problems with friends by their side. Tools: Choose any one artisan tool, and gain expertise with it.
Creating a Commoner Saving Throws: Constitution.
Commoners make for uncommon adventurers, but it's not Skills: Choose one from Animal Handling, Athletics,
unheard of for a farmer to leave his home and go adventuring, Persuasion, Insight, Survival.
or for a clerk to pick up a sword instead of a quill. Think Equipment
about what reason an average person might have to go on an You start with the following equipment, in addition to the
adventure; they may be seeking fortune and fame, or have equipment granted by your background:
been forced to by necessity, or maybe they are just bored of
living a mundane life. One simple weapon of your choice.
Commoners are defined largely by their professions – the One set of tools with which you are proficient.
jobs that they work. Commoners can take on wildly different One equipment pack depending on your choice of
roles depending on their livelihoods. Seven subclasses are subclass: either an explorer’s pack for farmer, a diplomat’s
provided here: a hardy farmer, an enterprising merchant, an pack for merchant and innkeeper, a scholar’s pack for
erudite clerk, a self-reliant vagabond, a vicious thug, a hearty clerk, a burglar’s pack for vagabond and thug, or an
innkeeper, or a jaunty jester. entertainer's pack for jester.
10d6 copper coins.
Quick Build Multiclassing
You can make a commoner quickly by following these Prerequisites. There are no prerequistes for multiclassing
suggestions. First, Constitution should be your highest ability into the commoner class – it's a class open to everyone!
score. Your second highest ability score depends on what
subclass you choose; if playing a farmer or a thug choose
Strength, if playing a merchant or a jester choose Charisma,
if playing a clerk choose Intelligence, if playing a vagabond
choose Dexterity and if playing an innkeeper choose Wisdom.
Finally, pick whatever background appeals most to you
2
In addition, you understand 'trader talk' – a heavy mix of
dialect and jargon that is common among tradesmen and
travelers. Trader talk sounds very rough and uses a great deal
Commoner of obscure slang (often referring to mundane objects through
Proficiency unusual names) which allows traders to recognize and
Level Bonus Features communicate exclusively between themselves. It varies
greatly depending on location and dialect, but commoners
1st +2
Just A Simple Fellow, Trusty Weapon, know how to translate any heavily-accented voices and
Livelihood Feature decipher any profession-specific slang.
2nd +2 Skin Of Your Teeth Merchants will often treat anybody who understands trader
3rd +2 Helping Hand, Rough and Ready
talk differently; tradesmen will treat you as one of their own,
unscrupulous merchants who would otherwise take
4th +2 Learn Feat advantage of you will not attempt so, and some may even
5th +3 Look I'm Helping!, Livelihood Feature
offer favors or advice.
6th +3 Special Weapon, Rough and Ready 2 Trusty Weapon
7th +3 Close Shave From 1st level, you make do with what you've got and get the
8th +3 Learn Feat job done. You obtain your own personal trusty weapon. This
may may not be the fanciest sword, but it's yours and you
9th +4 Livelihood Feature know how to use it. During a long rest, you can convert a set
10th +4 Teamwork Gets It Done of artisan's tools with which you have proficiency to make
your trusty weapon. You choose the size and damage type of
11th +4 Can't Believe That Worked! your trusty weapon as you are creating it, but it must be
12th +4 Learn Feat either:
13th +5 Watch Out For That a one-handed melee weapon which deals 1d6 damage,
14th +5 Livelihood Feature
a two-handed melee weapon which deals 1d10 damage,
a sling with range of 30/120 which deals 1d6 damage.
15th +5 Teamwork Gets It Done 2
When wielding your trusty weapon, the following features
16th +5 Learn Feat apply:
17th +6 Look At Us Go!
When making attack rolls, rather than adding your
18th +6 – proficiency bonus plus your Strength or Dexterity
19th +6 Learn Feat
modifier, you may instead add your proficiency bonus
twice to the attack roll,
20th +6 Learn It From Me When dealing damage, rather than adding your Strength
or Dexterity modifier, you may instead add your
proficiency bonus to the damage roll.
Only you can use your trusty weapon in this way – to
anybody else, it is considered a normal improvised weapon.
Just a Simple Fellow You can only possess one trusty weapon at any time, and if
From 1st level, you gain appreciation of the struggles of the you lose it you may craft a replacement out of another set of
common man. People look at you and they recognize you as a artisan's tools.
steady, down-to-earth fellow – they call tell by the dirt under
your fingernails or the weary gaze in your eyes. This has the
following effects, dependent on who you are interacting with:
You have advantage on Charisma (Persuasion) rolls made
when interacting with everyday workers. Common folk
look out for each other; bartenders become more likely to
share scandalous gossip, farmers are more likely to
shelter you in their homes for a night, and common
townsfolk are more likely to warn you when trouble is
afoot.
You have advantage on Wisdom (Insight) rolls made
towards any merchants or swindlers who may be trying to
exploit you of your hard-earned money.
You have advantage on Charisma (Deception) rolls made
when you are attempting to convince any sort of authority
that you didn't do something. Arrogant nobility is biased to
assume that all common people are lazy and
unremarkable, and they will naturally disbelieve you if you
claim any great accomplishment.
3
Skin Of Your Teeth Special Weapon
Adventuring is dangerous work, but you manage to get by. At 6th level, your trusty weapon fits perfectly in your hand.
Barely. From 2nd level, whenever an effect or attack would After incorporating random magic materials and minor
kill or reduce you to 0 hit points, you fall prone and survive trinkets into your weapon, your trusty weapon is considered
with 1 hit point instead. magical for the purpose of overcoming immunity and
Afterwards, any hostile creatures in the area are faced with resistance to non-magical attacks and damage.
a Perception check with DC equal to 12 + your proficiency In addition, your familiarity with your trusty weapon allows
bonus, and on a failed check they will assume that you are you to use it in unique ways. Choose one of the following
dead and move onwards to another target. This effect lasts properties and apply the effect to attacks made with your
until you either move or make an action, at which point they trusty weapon:
will realize that you somehow survived. Grappling Blow
Once you use this feature, you can't use it again until you To you, your weapon is more than just a weapon – it's an
finish a short or long rest. extension of your arm. When you hit a creature with a melee
Helping Hand attack using your trusty weapon, you can use a bonus action
to attempt to grapple the target. You do not need a free hand
At 3rd level, you can use the Help action as a bonus action. for this grapple, as you use your trusty weapon to hook and
restrain the target instead.
Rough And Ready
When faced with an unfamiliar challenge, you roll your Crippling Aim
sleeves up and get it done. At 3rd level, you can spend ten You go for the hamstrings. When you land a blow on a
minutes practicing using a set of tools and gain a temporary creature with your trusty weapon, the target must pass a
proficiency bonus. This temporary proficiency will last until Dexterity check against DC 10 + your proficiency bonus,
your next long rest, it doesn't stack with any other, and you otherwise it suffers half movement speed until the end of its
can only have one at a time. next round. This effect does not stack with any other sources
This temporary proficiency bonus can be applied towards of movement reduction. Regardless of whether the target
any tool, mount, or vehicle – so you long as you have an object passes the save or not, you do not provoke opportunity
in hand that you can use to practice. You cannot gain any skill attacks from that creature until the end of the round.
proficiency in this manner. Knockback Shot
During this practice period, you may fall several times: for Projectiles from your sling have stopping power. When you
example, if you are practicing at disabling a tripwire to gain hit a creature with a ranged attack using your trusty weapon,
proficiency in thieves’ tools then you will likely trigger the you can knock a Large or smaller creature back up to 5 feet
trap, or if you practicing at mounting a horse then the horse away from you in a straight line.
may buckle. It is at the DM's discretion whether there will be
any consequences from mistakes made during this practice Close Shave
period.
At 6th level, this temporary proficiency bonus doubles. At 7th level, you’re getting the hang of this now. You've
survived so many near-death scrapes that your reactions are
Learn Feat finely honed for survival. Whenever an effect or attack would
When you reach 4th level, and again at 8th, 12th, 16th and inflict damage more than half your current hit points, you can
19th, you can learn one feat of your choice. choose to intervene such that it inflicts only half your current
hit points instead (rounded up).
You can use this feature a number of times equal to your
Why No Ability Score Improvements?
proficiency bonus. You regain all expended uses when you
finish a long rest.
Learning a feat better suits the commoner’s theme rather than
taking ability score improvements. In this class, it is better to Teamwork Gets it Done
have a variety of different skills, rather than trying to master
You aren’t the sort to fight alone. By 10th level you’ve learned
any ability. how to coordinate with others – you are like the glue that
holds a group together. At the end of a long rest, you can pick
two willing allies and form a team with them. Up until the
Look, I'm Helping! next long rest, so long as those allies remain within both
You may not be the strongest, the toughest, the fastest or the earshot and line of sight of you and each other, then the team
smartest, but you can still assist! At 5th level, when you apply has the following benefits:
the Help action to aid an ally attacking an enemy in combat, When any member of the team makes an ability check,
then that ally may add your proficiency bonus to their own another member may use a reaction to allow them to use
attack roll. their relevant ability modifier instead of their own,
If your ally’s attack is successful, then you may also make a In combat, so long as one member of the team is within 5
single attack targeted at that enemy immediately at the end of foot of an enemy, then all other members of the team may
your ally’s turn (no reaction required). attack that enemy with advantage,
4
When you use the Help action to assist in attacking an
enemy, then the benefit of your Help action applies equally
to all members of your team attacking that enemy. If
multiple allies hit a single target, you may make multiple
attacks from your ‘Look, I’m Helping!’ feature.
At level 15, you can form a team with three willing allies
instead of two.
Can't Believe That Worked!
Starting at 11th level, whenever you score a critical attack
against an opponent, then you can make one additional
attack roll immediately afterwards. In addition, that opponent
must pass a Constitution saving throw of DC 14 + your
proficiency bonus, or become stunned until the start of its
next turn. This can only apply once per round of combat.
Watch Out For That
By 13th level, others in your party look to you for the prompt
on when to run. You can apply your ‘Close Shave’ feature to
all allies within your team.
When you or a team member within your line of sight
suffers an effect or attack would inflict damage more than
half of their current hit points, then you can choose to
intervene such that it inflicts only half of their current hit
points instead (rounded up).
This replaces your ‘Close Shave’ feature. You can use this
feature a number of times equal to your proficiency bonus.
You regain all expended uses when you finish a short or long
rest.
Look At Us Go!
Starting at 17th level, your 'Can't Believe That Worked!'
feature applies to all members of your current team.
Whenever any team member scores a critical attack against
an opponent, then that team member can make one
additional attack roll immediately afterwards. In addition,
that opponent must pass a Constitution saving throw of DC
14 + your proficiency bonus, or become stunned until the end
of its next turn. This can only apply once per person per
round of combat.
Learn It From Me
At 20th level, man, you've got this. You're an inspiration to
them all. You can share the benefits of two feats that you
know with all members of your current team.
Livelihood
Commoners work many different jobs, and which reflect their
different approaches to life. Your livelihood determines your
job, your experiences, and forms a major part of your
character.
Your Livelihood grant additional class features at 1st, 5th,
9th and 14th level.
5
Farmer Merchant
A farmer – could there be any more noble of a profession? You are a merchant at heart. This whole adventuring
Well, yes, probably – but, even so, those people would all business is a neat side hustle, but a merchant’s true purpose
starve if farmers didn’t do what they do. Farmers are hardy is to buy, sell and make a profit. Merchants are clever and
folk. They work the fields, they herd livestock, they do all of persuasive, they survive by bartering with others, building
the dirty, back-breaking jobs just so others have food to eat. connections, and – most importantly – by earning money.
That type labor builds muscle, and responsibility. Merchants support their companions in ways other than
Farmers tackle their problems head-on with brute strength combat; they provide money and goods to keep the party
and will, and they look after their fellows fiercely. going.
Skills of the Field Skills of the Trade
From 1st level, you gain the following: From 1st level, you gain the following:
Skill proficiency in two of: either Athletics, Nature or Skill proficiency in two of: either Insight, Deception or
Animal Handing. If you already have proficiency, gain Persuasion. If you already have proficiency, gain expertise.
expertise. Tool proficiency with forger’s kit. If you already have this
Tool proficiency with herbalism kit. If you already have tool proficiency, pick another of your choice.
this tool proficiency, pick another of your choice. Proficiency with Charisma saving throws.
Proficiency with Strength saving throws. Note: This feature applies only if commoner is your
Note: This feature applies only if commoner is your first class (i.e. you do not gain this feature if you choose
first class (i.e. you do not gain this feature if you choose merchant as a multiclass)
farmer as a multiclass)
Coin Wherever You Go
Long Hours, Heavy Work From 1st level, you’re in the habit of earning money during
From 1st level, you are accustomed to moving heavy loads. your travels. Every day while journeying, you automatically
You count as one size larger when it comes to determining earn 1 silver coin per each commoner level. This money
your carrying capacity and the weight you can push or drag. could come from investments you made previously, or from
In addition, you can use an action to temporarily remove a selling to travelers you meet on the road, or even just from
single point of exhaustion, the effects of which will only scrounging fallen coppers on the roadside.
return at the end of your next short rest. Once you use this In addition, you know the average selling prices of any
feature, you can't use it again until you finish a long rest. items you have encountered before, and you instantly become
aware if another merchant is overcharging you for familiar
Farmer's Grit goods.
At 5th level, whether you’re up against a stubborn bull or
ploughing tough earth, you know how to grit your teeth and
force your way through. As a bonus action, you can receive Regarding Coin Value
the following benefits: The 'Coin Wherever You Go' feature is intended to provide a
You gain resistance to slashing, bludgeoning, and piercing merchant with a small but consistent source of income, which
damage. increases gradually with level. 1 silver per commoner level is a
You gain advantage on all attempts made to grapple. suggested amount, but different settings may use different
You gain a bonus to your base Strength modifier equal to coinages and values. The DM may adjust the value as they see
your Constitution modifier. fit.
These effect disappear after a duration of ten minutes.
Once you use this feature, you can't use it again until you
finish a short or long rest. Money Is Everything
At 5th level, you learn to appreciate the influence that money
Homecooked Grub can have. This has the following benefits:
A good meal braces you for the day. At level 9, during a short
rest you can use ingredients of the earth to cook a hale and Any Persuasion roll less than a 9 is considered a 10
hearty meal for you and your companions. Yourself and up to instead.
five companions gain temporary hit points equal to 2d6 plus You gain advantage on any Charisma (Persuasion) checks
your commoner level. After you use this feature you cannot made to bribe.
use it again until you finish a long rest. While you are in possession of least 100 gold, you have
At levels 13 and 17, the temporary hit points provided advantage on saving throws against being charmed or
increases to 3d6 and 4d6 respectively. frightened.
All Together Now
At 14th level, you weather any hardships side by side with
your fellow farmhands. When you use your ‘Farmer’s Grit’
ability, then your whole team receives the benefits as listed.
6
Nothing But the Best Clerk
You piece together bits and pieces, and slowly but surely Clerks may appear humble and unassuming, but they are not
enough your wares expand. At 9th level, you acquire one to be underestimated. A clerk may work as a teller in a bank,
uncommon magic item of your choice – preferably an item or as a lord’s scribe, or as a receptionist in an adventurer’s
related to your backstory or journey, and must be subject to guild – but the purpose is the same. They run the ship. They
the DM’s approval. You can do whatever you wish with this deal with people, paperwork and more paperwork. The
item. clerks see everything that ever happens more clearly than the
At 13th level, you acquire one rare magic item through this people in charge, and nothing gets done unless the clerk does
feature. At 17th level, you acquire one very rare magic item. it.
Company Trading Clerks prefer to use their mind rather than might to solve
By 14th level, you’ve learnt how to work as part of a team in problems. They learn fast, and bring lots of useful little skills
more ways than just combat. When you are working as part to the party.
of a team, there are the following benefits: Skills of the Office
Downtime activities become twice as productive for each From 1st level, you gain the following:
member when done so as a group. Skill proficiency in two of: either Perception, Investigation
You receive a 25% discount to all goods bought from or History. If you already have proficiency, gain expertise.
merchants when the team purchases them together. Tool proficiency with calligrapher's tools. If you already
Once each day, any member of the team can give a magic have this tool proficiency, pick another of your choice.
item to another member of the team, and the magic item Proficiency with Intelligence saving throws.
will attune instantly to its new wearer. This can occur
once per person per long rest. Note: This feature applies only if commoner is your
first class (i.e. you do not gain this feature if you choose
clerk as a multiclass)
Book Learning
At 1st level, you've read about magic and you've managed to
convert it into something practical. You learn one cantrip of
your choice from any class list. Regardless of the choice of
cantrip, for you the spellcasting ability is always Intelligence.
In addition, you learn how to recognise magic and its
effects. Whenever you witness a creature casting a spell, you
can immediately identify the name of the spell that was cast.
It's All Just Paper
You know, magic isn’t really that difficult. Wizards
overcomplicate everything, but at the end of the day it’s just
reading from a fancy book. You know how to read.
Starting at 5th level, you gain the ability to write up spells
into your own spell book. You do not possess any spell slots,
but you can still cast spells as a ritual when your book is in
hand. Upon acquiring this feature, you can choose two 1st
level spells and one 2nd level spell that have the ritual tag,
from any spell list. Regardless of the spell, for you the
spellcasting ability is always Intelligence.
If you come across a spell in written form during your
travels, you might be able to add them into your spell book.
The spell’s level can be no higher than half your level
(rounded up), and it must have the ritual tag. The process of
copying the spell into your book takes two hours per level of
the spell, and costs 50gp per level.
In addition, you can now use your Help action to assist
spellcasters as they are casting a spell. While you are helping
an ally, that ally can add your Intelligence modifier onto their
own spell attack roll.
7
Arcane Receptionist Vagabond
By 9th level, you’re practically a mage yourself! You The life of a vagabond is a rough one. Vagabonds are
immediately acquire two ritual spells from any spell list, of homeless, constantly on the move, and always restless.
any level up to 4th. Guardsmen will often chase vagabibds out of town, or
At 13th level, you acquire an additional two ritual spells of monsters might ambush them on the road – yet vagabonds
any level up to 5th. At 17th level, you acquire an additional are survivors. Sometimes they take on odd jobs, sometimes
two ritual spells of any level up to 6th. they will beg on corners, and sometimes they will even resort
You can also now share your spell book with other to crime – but they will do whatever it takes.
spellcasters, and likewise you can read from your allies’ spell Vagabonds are self-reliant, and look out for themselves
books if they have one. You can only cast ritual spells through above all others.
the commoner class, but any other spellcaster may expend
one of their own spell slots to cast any spell from your book Skills of the Road
(even if the spell in question would not normally be available From 1st level, you gain the following:
to them) so long as you are standing beside them and
performing the Help action. Skill proficiency in two of: either Survival, Stealth or
In addition, the time required for you to cast ritual spells is Sleight of Hand. If you already have proficiency, gain
halved. expertise.
Tool proficiency with thieves' tools. If you already have this
Magical Scribe tool proficiency, pick another of your choice.
At 14th level, you apply your keen knowledge to assist your Proficiency with Dexterity saving throws.
team and perform magic together with perfect
synchronization. Whenever a member of your team casts a Note: This feature applies only if commoner is your
spell and you are using the Help action, they can receive the first class (i.e. you do not gain this feature if you choose
following benefits: vagabond as a multiclass)
You can take over a verbal or somatic component of the Didn't Do Nothin'
spell; if required, you perform the actions on their behalf People look down at the beggar on the street, and you know
as they cast the spell. how to fade away into the shadows. From 1st level, while you
You can take over the concentration requirement to remain motionless in a crowd or in a dimly-lit environment,
maintain the spell. you are considered invisible for all intents and purposes. This
They can choose to release the spell from your location effect ends if you move, make an aggressive action or draw
rather than theirs. Spells with a range of 'Self' can instead attention to yourself.
be applied to any member of your team.
Your contribution reinforces the spell. As they are casting, Wasn’t Me
you can choose to increase the level of your ally’s spell by From 5th level, you have perfected the art of staying safe by
a single level (to a maximum of 9th level). This can be blaming others. If you make an attack roll against an enemy
done a number of times equal to your twice your when an ally is within melee range, then you can
Intelligence modifier. You regain all expended uses when automatically make a Stealth check against their passive
you finish a long rest. perception. On a successful check, the enemy will blame your
ally for the attack and not you. If you then prompt an
opportunity attack or a reaction attack during your turn, then
that attack will be targeted at your ally, and not at you.
If you are successful in avoiding blame after making your
attack, then you can remain unnoticed as per your 'Didn’t Do
Nothin’ feature.
Stick ‘Em In The Back
By 9th level, you know how to exploit an opportunity. When
you make an attack against an enemy with advantage, a
successful attack will deal 2d6 extra damage. This bonus
damage can only be applied on your first hit per round of
combat.
At levels 13 and 17, the damage increases to 3d6 and 4d6,
respectively.
8
Go For The Other Guy Thug
The best thing about being a part of a team is that the other Thugs are a common sight wherever you go. A thug might be
people can serve as distractions. At level 14, you gain the a bouncer, a bandit, a guard or a pit-fighter – or just anyone
ability to slip away and divert an opponent’s attention away who is mean enough. It's a very simple profession; thugs
from yourself and to somebody else. When you are being know how to hit things, and they earn money with their fists.
targeted by a specific enemy, you can use your reaction to roll They are people with bad reputations and a propensity
a d4: towards violence.
On a 1, the enemy will continue to target you. In truth, thugs are not actually good at combat. They know
On any other result, the enemy will ignore you and move nothing about the subtler aspects of fighting – but that hasn't
to target a different, randomly selected member of your stopped them yet. Thugs deal damage and little else. They
team within range. are good at knocking the other guy down.
On its next turn, that enemy must focus its attacks on the Skills of the Mob
team member as chosen by the d4 roll. In any later rounds, From 1st level, you gain the following:
the enemy may resume attacking whomever it chooses.
Once you use this feature, you can't use it again until you Skill proficiency in one of: either Intimidation or Athletics.
finish a short or long rest. If you already have proficiency, gain expertise.
Proficiency with heavy armor.
Proficiency with Strength saving throws.
Note: This feature applies only if commoner is your
first class (i.e. you do not gain this feature if you choose
thug as a multiclass)
Stomp 'Em Good
There's nothing sweeter than watching the bodies drop, and
you take advantage of an opportunity when you see it. From
1st level, when you or an ally that you are assisting reduce a
hostile creature within 5 feet to 0 hit points, then you can use
your reaction to move up to half your speed and make a
single grapple attempt against a different target.
Brutish Fury
Maybe you're not the most skillful fighter, but you know how
to deliver the hurt. Although sometimes the one being hurt is
you.
From level 5, whenever you make a melee attack roll, you
may choose to turn it into a wild, reckless assault. You throw
yourself at an enemy, which deals additional damage but
injures yourself in the process. On a successful hit, you can
add your Strength modifier as a bonus to either the attack or
damage roll. Regardless of whether the attack hits or not, you
must roll a 1d4 and take that amount of damage yourself.
You can choose to use this feature after you make your its
roll, but before the DM determines whether the attack roll
succeeds or fails.
Headbutt
Your teachers once told you that you need to use your head
more – this is what they meant, right?
At level 9, through trial and error, you've figured out how to
launch yourself head-first at a foe. When you make an attack
roll, you can choose to make a special unarmed attack using
your head. If successful, it deals 1d8 bludgeoning damage.
On a successful hit, both yourself and the target must make
a contested Constitution check. The creature which fails this
check then becomes unconscious until the end of their next
turn. A creature that is two or more size categories larger
than you is not affected.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once). You regain all
expended uses when you finish a long rest.
9
Mob Rule Two-Fold Rest
Never fight alone; always overpower your enemies with While the party is sleeping, that is when an innkeeper's work
numbers on your side. At level 14, you've mastered the art of truly begins. Starting at level 9, when your allies are taking a
ganging up on the other guy. When you and at least two other short rest, you can choose to forgo taking a rest yourself and
members of your team are within five feet of the same enemy, instead tend to their needs. This includes cooking, cleaning
then all attack rolls made by your allies targetting that enemy and otherwise making the campsite more hospitable. Doing
receive a +3 bonus. so doubles the effectiveness of the short rest for your allies.
Designate an campsite that you are responsible for, and
Innkeeper any friendly creatures who regain hit points by spending hit
Innkeeping is a profession for the empathetic and protective. dice will regain double the amount of hit points as they would
Perhaps they can't fight that all well, but they can serve ale otherwise.
and cook up one hell of a stew. In many ways, innkeepers are As a result of your care, spellcasters can choose to recover
a precious commodity – after all, when it's pouring down with expended spell slots during the rest – the spell slots
rain and the party is trapped inside a stinky goblin's cave, recovered can have a combined level that is equal to or less
most adventurers tend to wish if only there was a good than a third of your commoner level (rounded up, no higher
innkeeper about. than 6th). Alternatively, allies can also remove from one point
Innkeepers are those with experience running inn or of exhaustion instead.
tavern, they don't tolerate nonsense and they know how to You are the only person who does not gain any benefits
look after their patrons. Sometimes, there is no better friend from this short rest as you have been occupied working the
to have: they care for others, they feed the party and they get entire time. You regain use of this feature when you finish a
people up onto their feet. long rest.
Skills of the House Wondrous Fare
From 1st level, you gain the following: By level 14, your cooking is downright magical. At the end of a
long rest, you can use your rations and cooking utensils to
Skill proficiency in two of: either Insight, Persuasion or brew a number of Potions of Greater Healing equal to your
Medicine. If you already have proficiency, gain expertise. Wisdom modifier. Unlike other potions, your creations are
Tool proficiency with cook's utensils. If you already have based on fresh ingredients and thus they will lose their
this tool proficiency, pick another of your choice. effectiveness in they are not used within 24 hours.
Proficiency with Wisdom saving throws.
Note: This feature applies only if commoner is your
first class (i.e. you do not gain this feature if you choose
innkeeper as a multiclass)
Quick Recovery
From level 1, you know how to bring drunkards back to their
feet after they fall down. When a person drops to 0 hit points
and is making death saving throws, you can use your action
to steady them and immediately return them to 1 hit point.
You regain use of this feature when you finish a short or long
rest.
Hospitable Host
You're good with people; you can befriend strangers, and
you've learned how to de-escalate tense situations. At level 5,
you can add your Wisdom modifier to your Persuasion ability
rolls.
In addition, at the end of a long rest, you can use your
cook's utensils to prepare a number of care packages for your
allies – sealed packages containing items such as tasty
rations, sweets or thoughtful handouts intended to boost
morale and fill stomachs. You may only possess a number of
care packages equal to your Wisdom modifier at any time.
These care packages require 10 minutes to be consumed, but
when consumed they grant a number of temporary hit points
equal to 1d6 plus your commoner level and provide
nourishment for an entire day.
Alternatively, one of these care packages may be gifted to a
stranger, and if accepted you then gain advantage on
Charisma checks made to that person.
10
Jester Eyes On Me
Who doesn't love a fool? Sometimes you need to bail others out of trouble – even if
means volunteering yourself as a bait. At level 14, when you
It's hardly the most dignified job, but often the greatest see an enemy making an attack against a member of your
fools are cleverer than the men who laugh at them. A jester team, you can use your reaction to intervene and draw the
could be a traveling troubadour, a circus clown, or simply any enemy's focus to yourself with a special, taunting
person who likes to draw attention to themselves. Unlike performance. On its next turn, that enemy must focus its
bards, jesters have no magic to speak of – instead they are attacks on you instead of your ally. In any later rounds, the
ordinary jaunty fellows wearing motley, dancing around and enemy may resume attacking whomever it chooses.
acting silly for the entertainment of the crowd. They smile, Once you use this feature, you can't use it again until you
jape and laugh – but it's all an act, of course. A jester does finish a short or long rest.
what they need to do to get paid.
Regardless, jesters making their living by being
underestimated. It takes wits and skill to put on a good show,
and some jesters are as shrew as they come. If nothing else, Credit to:
they know how to distract. Created using GM Binder.
Skills of the Fool Special thanks to /r/hakuna_dentata for the original
Commoner Class which inspired this one.
From 1st level, you gain the following: Cover artwork from Ly Kivihall
Skill proficiency in two of: either Acrobatics, Performance Artwork from Ly Kivihall
or Sleight of Hand. If you already have proficiency, gain Artwork from n-a-S-t-u
All credit for the artwork goes to the original
expertise. artists, not me.
Proficiency with any musical instrument of your choice.
Proficiency with Charisma saving throws.
Note: This feature applies only if commoner is your
first class (i.e. you do not gain this feature if you choose
jester as a multiclass)
Foolish Mockery
Maybe you can't cast any spells, but you can still insult people
like a pro. At 1st level, you learn the 'Vicious Mockery'
cantrip, although when you cast this cantrip it is considered
non-magical and does not deal any damage.
In addition, you know how to act as a loud and eccentric
distraction while your allies move discreetly. While you are
performing and engaged with a creature, your allies gain
advantage on Dexterity (Stealth or Sleight of Hand) rolls
concerning that creature.
Here To Entertain
Laughter can be a force to hinder as well as well as help.
Starting at 5th level, when you see another creature within 30
feet make an ability check or a saving throw, you can use your
reaction to either distract or encourage them with your
performance. You can choose to either add or subtract your
Charisma modifier to the roll. You can choose to use this
feature after the creature makes its roll, but before the DM
determines whether the ability check succeeds or fails. The
creature is immune if it can't hear you or if it's immune to
being charmed.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Nimble Feet
Your experience dancing around in motley has its benefits.
Beginning at 9th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon's fiery breath or an
Ice Storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.